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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 06:25:34 AM

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101  Community / DevLogs / Re: Ending on: June 18, 2013, 06:23:05 AM
Links to mobile versions on the 1st page.

 Waaagh! Hand Money Right
102  Community / DevLogs / Re: Ending on: June 17, 2013, 04:05:33 AM
Fuck you! No Candy Crush graphics! (At least until the open-source version, then texture packs should be viable).

Release date is tomorrow (18th July) for Android and iOS.

Ending will also be at Rezzed in Birmingham this weekend as a part of the Leftfield collection along with Icefishing 5, Trash TV, etc. Come check us out.
103  Community / DevLogs / Re: Ending on: June 05, 2013, 05:32:03 AM
Note to self: update desktop versions to check stage.displayState

Release date moved to 18th June for mobile releases. Still struggling with Android, but getting closer to narrowing down what is causing the issue (empty AIR projects are accepted by the store but Ending isn't - so it's trial and error time...)
104  Developer / Technical / Re: Check overlapping between a high volume of rectangles on: June 01, 2013, 05:28:01 AM
They're just rectangles, no rotation ever.

Technically I must visit every rect/body once. They are all of uniform size (width and height different). They can overlap, and often compress into one unit's worth of space (allowing you to hold up and quickly create little ant-towers of dudes climbing up each other).
105  Developer / Technical / Re: Check overlapping between a high volume of rectangles on: May 31, 2013, 04:45:01 AM
Spatial hashing won't work because the swarm entities can overlap - they end up in the same bucket nearly all the time. I wouldn't gain any performance increase.

Quadtrees only make sense for items that vary in size - otherwise maintaining the quads simply eats up all the cpu you were trying to save. I know this because I've implemented quadtrees before - they're fucking useless for almost everything.

I've written physics for hashing and quadtrees, trust me when I say I know what I'm talking about and that it won't offer any performance increase in this instance.

What I need is counter-intuitive to a hash-bucket system because they are often all in the same bucket - so multiple buckets is pointless.
106  Developer / Technical / Check overlapping between a high volume of rectangles on: May 31, 2013, 02:45:16 AM
I'm making a game where you control a swarm. A bit like Enough Plumbers meets Pikmin.

They can stand on each other's heads and climb up each other though, which creates some solutions to obstacles that's nicely like the wave of zombies in that War Z trailer that was doing the rounds.

Of course I have to verify that a swarm member is overlapping another swarm member. At the moment I'm doing it the brute force way (just prototyping at the moment). I'm wondering what I could do to optimise the operation.

I thought of doing a spatial hash but they tend to clump in one location a lot - so I won't see the benefit of a system that can split the checks into groups.
107  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: May 29, 2013, 02:14:56 PM
108  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: May 29, 2013, 02:12:27 PM
Noooo, the image on the front page is gone. It was a dancing gif of Hitler timed perfectly with the song.

 Cry
109  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: May 29, 2013, 02:10:16 PM

There's a thread like this on another forum I'm on.

It's amazing: http://yayhooray.net/thread/6991/
110  Developer / Technical / Re: Which os do you run while developing games? on: May 29, 2013, 02:07:56 PM
Built the Flash on Windows.

Just spent the past few hours building it on every OS for every OS.

Which reminds me, I've still the Android store to upload to.  Tired
111  Community / DevLogs / Re: Ending on: May 29, 2013, 01:59:09 PM
Desktop downloads for the big 3 operating systems now available on the first page, along with the other release targets planned.
112  Developer / Design / Re: 2D Platformers: Do you like being able to control your character in the air? on: May 25, 2013, 01:33:43 AM
Without mid-air control you don't get to create "wiggle-jump" tasks for the player to perform.

That's not to say that restrictions aren't good for a game. They just make it harder to design levels for.
113  Community / DevLogs / Re: Ending on: May 21, 2013, 01:48:28 AM
I'll be releasing standalones with the App Store release.

I just got notice that it's been approved, should go live on 11th June. Hopefully I should be able to get the Android version sorted by then as well.
114  Community / DevLogs / Re: [icefishing v] An Interactive Noise-Based Album on: May 13, 2013, 10:25:12 AM
grats dude  Smiley Hand Thumbs Up Right
115  Community / DevLogs / Re: Ending on: May 13, 2013, 10:20:54 AM
Submitted to the app store. Now waiting for the results of the review. I'm going to try out an Android build now.

The version at the link is pretty much the final game. Consider this done. I'll be updating with platform releases and bug fixes from now on.
116  Community / DevLogs / Re: Ending on: May 08, 2013, 04:48:02 AM
note to self: mouse-pointer isn't hiding when fullscreen
117  Community / DevLogs / Re: Ending on: May 06, 2013, 04:09:10 AM
More UI work  Tired

Going to look at this scaling crap on iOS now.
118  Community / DevLogs / Re: Ending on: May 04, 2013, 02:31:50 PM
To be honest, no.

The source code needs to be tidied up for porting to other languages anyway. That means converting to using a sprite sheet - which will mean people can design their own graphics.
119  Community / DevLogs / Re: Ending on: May 04, 2013, 06:42:02 AM
Added sound toggle and fullscreen toggle to the browser version (plus cleaned up the page).

More balancing on Adventure mode - which I now dub Gauntlet mode, because it's now 9 rooms minimum of pain.

One more round of live-testing before I submit the iOS version.
120  Community / DevLogs / Re: Ending on: April 29, 2013, 05:05:22 AM
note to self: save state isn't recording the current score
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